Play

2020 ◽  
pp. 84-116
Author(s):  
Eric Gordon ◽  
Gabriel Mugar

Play is the precondition of civic action taking. This chapter explores what it means when people play and how the creation of trusted, accessible, and inclusive play spaces is central to civic design. Distinct from gamification, civic design looks for games to structure play, creating less, not more, efficiencies in systems. With an extended case study of a project involving the popular augmented reality game Pokémon Go, which invited Boston youth into questioning and changing the game’s data, the chapter explores how play can inform and shape civic life.

2018 ◽  
Vol 116 ◽  
pp. 49-63 ◽  
Author(s):  
Alberto Ruiz-Ariza ◽  
Rafael Antonio Casuso ◽  
Sara Suarez-Manzano ◽  
Emilio J. Martínez-López

2017 ◽  
Vol 3 (1) ◽  
pp. 130-143 ◽  
Author(s):  
Fabio Cristiano ◽  
Emilio Distretti

Augmented reality enables video game experiences that are increasingly immersive. For its focus on walking and exploration, Niantic’s location-based video game Pokémon Go (PG) has been praised for allowing players to foster their understanding and relationship to surrounding spaces. However, in contexts where space and movement are objects of conflicting narratives and restrictive policies on mobility, playing relies on the creation of partial imaginaries and limits to the exploratory experience. Departing from avant-garde conceptualizations of walking, this article explores the imaginary that PG creates in occupied East Jerusalem. Based on observations collected in various gaming sessions along the Green Line, it analyzes how PG’s virtual representation of Jerusalem legitimizes a status quo of separation and segregation. In so doing, this article argues that, instead of enabling an experience of augmented reality for its users, playing PG in East Jerusalem produces a diminished one.


2018 ◽  
Vol 11 (1) ◽  
pp. e224012 ◽  
Author(s):  
Kate Gemma Richards ◽  
Kai Yuen Wong ◽  
Mansoor Khan

There are an increasing number of injuries associated with ambulatory mobile phone use. Pokémon Go is one of the first widely used mobile phone augmented reality games and generated substantial media interest. We present a case of electrical burns in a Pokémon Go player and review literature on ambulatory mobile phone injuries.


2021 ◽  
Vol 9 (Spl-1- GCSGD_2020) ◽  
pp. S182-S186
Author(s):  
Low Ann Gee ◽  
◽  
Ambusam Subramaniam ◽  
Sivaguru Muthusamy ◽  
Rajkumar Krishnan Vasanthi ◽  
...  

Recently, there are an increasing trend in location-based augmented reality (AR) games that require players to move around physically to acquire the in-game features as well as game bonuses. The introduction of this location-based augmented reality (AR) games, specifically, Pokémon Go, has made the players physically move around to achieve higher levels and indirectly, improves the level of physical activity. Thus, the objective of the current study is to examine the association between the time spent playing location-based AR games specifically Pokémon Go, and the level of physical activity of the players in Malaysia. A self-administered questionnaire was circulated among Pokémon Go players and based on the inclusion and exclusion criteria, 47 players were recruited in the study. Global Physical Activity Questionnaire (GPAQ) was used to identify the level of physical activity. The association between time spent playing Pokémon Go and level of physical activity were examined using the Chi-square test. The results of the current study showed no significant association between days spent playing Pokémon Go and level of physical activity (p = .14), hours spent playing Pokémon Go and physical activity (p = .516), or between daily hours spent playing Pokémon Go and daily sedentary time (p = .283). Nevertheless, the mean of the study reported that the physical activity level of the players increased concurrently as the player’s game frequency increases. Further studies are required to shed light on how location-based AR games can be implemented as potential strategies to engage an active lifestyle.


2019 ◽  
pp. 211-222
Author(s):  
Sokol Muca

This article discusses the role that new digital technologies play on conservation-restoration of fragmentary artefacts. Above all, the use of these tools is essential in case the artefacts have lost the formal unity and reach us without documentation concerning their original position, as in the case of the Roman frescoes from Sybaris, object of this study. The creation of virtual models proves as fundamental for the material and formal recomposition of the artefacts, especially in the creation of a new support and display choices. This last aspect required an analysis on the effects that virtual reconstructions and augmented reality have on visitors.


2019 ◽  
Vol 3 (2) ◽  
pp. 54-67
Author(s):  
William Goette ◽  
Julie A. Delello ◽  
Rochell R. McWhorter

Gender differences in video gaming have been observed in gaming motivations, behaviors, and perceptions. Unlike traditional video games, Pokémon Go is a mobile, augmented reality game accessible on a smartphone, so it remains unclear whether previous findings about gender differences apply to this game. This study used a mixed-methods approach to explore the playing habits and experiences of 452 college students. Differences in social media usage, domains and frequency in which the game interfered with, and activities during which the game was played were observed between genders. While students perceived similar risks associated with Pokémon Go, men were less likely to report bonding with others as a personal benefit of the game. Further study of mobile gaming experiences between genders is needed, particularly in relation to social and immersive motivations to play the game.


2016 ◽  
Vol 5 (1) ◽  
pp. 20-23 ◽  
Author(s):  
Adriana de Souza e Silva

In July 2016, Niantic Labs released the hybrid/augmented reality game Pokémon Go. Due to the game’s sudden enormous success, many mobile phone users all over the world could experience for the first time playing a hybrid reality game. Hybrid reality games, however, are not new. For at least 15 years, researchers and artists experiment with the affordances of location-based mobile technology to create playful experiences that take place across physical and digital (i.e., hybrid) spaces. Blast Theory’s Can You See Me Now?, developed in 2001, is one of the first examples. Yet for a long time, these games remained in the domain of art and research, and had therefore a very limited player community. Previous research has identified three design characteristics of hybrid reality games: mobility, sociability, and spatiality; and three main aspects to analyze these games: the connection between play and ordinary life, the relevance of the play community, and surveillance. With hybrid reality games’ commercialization and popularity, some of the issues that have been at the core of these games for over a decade will remain the same, while other aspects will change. This paper uses Pokémon Go as an example of a hybrid/augmented reality game to explore the main social and spatial issues that arise when these games become mainstream, including mobility, sociability, spatiality, and surveillance.


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